Social supply harvest mechanic for interactive social games
First Claim
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1. A method, comprising:
- receiving, by a computing device, a supply order from a first player of a computer-implemented game, wherein the supply order identifies a requested in-game asset, an expiration time and a social fulfillment component, and wherein the in-game asset is a supply asset used to initiate a harvest mechanic cycle in the computer-implemented game;
responsive to receiving the supply order from the first player, dispatching, by the computing device, one or more supply fulfillment invitations to one or more second players based on the social fulfillment component of the supply order; and
after the expiration time, allowing, by the computing device, the first player to access the requested in-game asset without regard to receiving responses to the one or more supply fulfillment invitations from the one or more second players.
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Abstract
A supply harvest mechanic with a social fulfillment component for online social games.
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Citations
18 Claims
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1. A method, comprising:
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receiving, by a computing device, a supply order from a first player of a computer-implemented game, wherein the supply order identifies a requested in-game asset, an expiration time and a social fulfillment component, and wherein the in-game asset is a supply asset used to initiate a harvest mechanic cycle in the computer-implemented game; responsive to receiving the supply order from the first player, dispatching, by the computing device, one or more supply fulfillment invitations to one or more second players based on the social fulfillment component of the supply order; and after the expiration time, allowing, by the computing device, the first player to access the requested in-game asset without regard to receiving responses to the one or more supply fulfillment invitations from the one or more second players. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A non-transitory, computer readable medium comprising instructions operative, when executed, to cause one or more processors to:
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receive a supply order from a first player of a computer-implemented game, wherein the supply order identifies a requested in-game asset, an expiration time and a social fulfillment component, and wherein the in-game asset is a supply asset used to initiate a harvest mechanic cycle in the computer-implemented game; responsive to receiving the supply order from the first player, dispatch one or more supply fulfillment invitations to one or more second players based on the social fulfillment component of the supply order; and after the expiration time, allow the first player to access the requested in-game asset without regard to receiving responses to the one or more supply fulfillment invitations from the one or more second players. - View Dependent Claims (9, 10, 11, 12, 13, 14)
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15. A method, comprising:
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receiving, by a computing device, a supply order from a first player of a computer-implemented game, wherein the supply order identifies a requested amount of in-game virtual goods units, an expiration time and a social fulfillment component, and wherein the in-game virtual goods units are a requirement to initiation of a harvest mechanic implemented within the computer-implemented game; responsive to receiving the supply order from the first player, dispatching, by the computing device, one or more supply fulfillment invitations to one or more second players based on the social fulfillment component of the supply order; and after the expiration time, incrementing, by the computing device, a virtual goods unit value of the first player by the requested amount of in-game virtual goods units without regard to receiving responses to the supply fulfillment invitations from the one or more second players. - View Dependent Claims (16, 17)
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18. The method of 15 wherein the one or more second players are selected by the first player.
Specification